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Comment by Omnicrom

New Level 90 Priest Talent as of Beta Build 15508.

All of the level 90 Priest Talents are AoE Heal or Damage talents and Halo is the most obvious. It may also be the trickiest to get the most healing out of since it works best at a certain distance away from the initial casting. Depending on how much the healing increases at 25 yards as opposed to up close it may actually be better to use it before clustering up for a boss' Burn Phase.

Comment by Heffladin

Also repents other beings (aswell as most friendlies) by playing that Beyonce song with the same name when the ability is activated.

Comment by davesignal

Halo: Area of Effect Evolved

Comment by KeleturShask

It seems that Shadow gets as its own castable version of the talent.

Comment by rodalpho

I'm pasting it here in case they retire the beta forums after release.

Halo’s damage scaling is… a bit more complex. Sometimes the formulae that are under the hood are extremely complex looking, because we build in several knobs that we turn to get the tuning where we want it. Halo is one of those cases.

The easy to understand way to think of it is that the multiplier on the max damage/healing is 10% at 0yd, up to 40% at 17yd, spikes up to 90% at 22yd, 100% at 27yd, then down to 60% at 35yd. The intent is that it is weak on targets near you, but there’s a sweet spot in a ring from 20yd to 30yd from you, and that the edges of that ‘sweet spot’ are smooth.

The actual formula (warning, may seem scary!) is… 0.5 * (1.01)^(-1 * (((Distance-25)/2)^4)) + 0.1 + 0.015*Distance. I’m sure someone can post a graph of that pretty quickly. One thing to note is that the max range is 30yd, but that it includes creature’s hit boxes, so the distance between the caster and a valid target may be slightly larger than 30yd, which is why the formula makes sense out to 35yd.

Comment by Clebane

Comment by PerfeCisolation

A handy macro if you're like me and like to keep everything simple without having to swap your spells around every time you change lvl 90 talents is /cast Halo/cast Cascade/cast Divine Star

This will auto cast which talent you have. Cheers.

I'd like to edit in the issue of the spell icon not changing - This is an issue with Blizzards APi and can be solved with an addon that literally takes up 0 CPU cycles infMopTalentMacroes Simply make an empty macro named Tier_1-6 this being 6 and it changes the icon.

OR you can do it without an addon by making this beauty #showtooltip/use ability1/use ability2/use ability3/run SetMacroSpell("name", GetSpellInfo"ability1" or GetSpellInfo"ability2" or "ability3")

Comment by Hrenyo

It should be noted that the tooltip is actually slightly wrong, as the maximum effect happens around 27 yds out.

Comment by FlayOnDarkIron

40,500 mana seems highly excessive to me. Its just not worth it in the vast majority of cases. I think I've used it all of twice since I first picked it up 2 weeks or so ago.

Comment by sylancer

Divine Star now deals 40% more damage and 133% more healing, and its radius has been reduced by 33%.(Note: All the following calculations are based on 15500 sp)if we use damage/cd to calculate the damage per time (dps/hps):

also we should notice, especially for dpsers, more cast cost more GCD, if consider this, Halo is easy winner on dps. the thing really matter is, for Divine Star, it's the hardest to get the best effect. and Cascade is the easiest one to get the best effect. so, if counting to IDEAL situation, Divine Star is actually the winner, Cascade is the looser.

@Cheezypoofs25:"Those numbers are impossible to calculate and compare because they all differ greatly based on your parties/raids positioning"couldn't agree more. i do this mainly because what Niveaulos had post is wrong, and i want to do it better. but even if most of it is incalculable, at least we can do some calculable part to help.

Comment by falcon2099

The math is wrong for some of the ranges. Here is the correct scaling as per the formula ( 0.5 * (1.01)^(-1 * (((Distance-25)/2)^4)) + 0.1 + 0.015*Distance)

Comment by WorgN6

If (why is it?) range wasn't taken into account for damage scaling this would be hilariously fantastic.

As it is? It's bad.

Truth hurts, apparently.

Counting is hard.

Comment by darthfett

This spell currently destroys shaman totems (and essentially prevents any from being put down for 5.5 seconds). Is this a bug?

Comment by Parknet

As of today anyway, my tool tip for Halo looks like it has a typo. When I hover over Halo in the Talents tab, the numbers part says:

...Deals up to 0 Holy damage to enemies and up to 59,724 healing to allies...

But if I link the spell into chat, then click that link, the numbers part says:

...deals up to 59,724 Holy damage to enemies, and up to 99,524 healing to allies.

Seems the latter is correct. Just pointing this out. I thought it was a situation where it did not do DPS while in heal spec or something but it is just a bad tool tip typo I think.

Comment by Renegadee

Halo will no longer hit enemies that are in stealth. YESSSSSSSSSSSSSSSSSSSS!

Comment by tarthur1

First: this spell is gorgeous.

Second: after much testing, I can confirm that it hits mobs above and below if they are within range (in LoS as well of course). Testing on dummies, I dropped from 30yd after casting it in the air, and sure enough, it still hit the dummies within range, but not the ones that were 40yd away in the air, but 30 when on the ground. Similar things happened to moths that were flying within 30yd above me. Because it hits above and below within 30yd, the AoE is actually a sphere, not a ring as it would suggest (you know, in case you ever needed this information).

Comment by heartlessnobody

27 yards out more max damage hmmm is there a addon for this because im crap at distance judging or just wind it and hope for the best

Comment by Tenjen

if this was included in wotlk it would have taken the pressure off druids starfall pulling the entire 1st add room of Icecrown.